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Returning 35 results for 'both beasts diffusing casting reverting'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain spells to create illusory snowdrifts under which they can hide, or to
obscure pools covered by thin ice through which others might fall.
Awakened Companions. A frost druid is often accompanied by one or more beasts, shrubs, or evergreen trees that it has made sentient using
Monsters
Guildmasters’ Guide to Ravnica
attacks are magical.
Speak with Beasts and Plants. Trostani can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, Trostani can use 10 feet of her movement to
trees must be Large or bigger.Multiattack. Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action.
Constrict. Melee Weapon Attack: +11
Monsters
Mordenkainen Presents: Monsters of the Multiverse
unoccupied space he can see.Negate Spell (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Negate Spell"}. Graz’zt tries to interrupt a spell he sees a creature casting within 60
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Circle of Power 5th-level abjuration Casting Time: 1 action Range: Self (30-foot radius) Components: V Duration: Concentration, up to 10 minutes Divine energy radiates from you, distorting and
diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wind Walk Level 6 Transmutation (Druid) Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a candle)
Duration: 8 hours
You and up to ten willing creatures of your choice within range
Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for
the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Animals 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for
the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Wind Walk 6th-level transmutation Casting Time: 1 minute Range: 30 feet Components: V, S, M (fire and holy water) Duration: 8 hours You and up to ten willing creatures you can see within range assume
actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Speak with Animals Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and
verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them. Most Beasts have little to say about topics that don’t pertain to survival or companionship
Monsters
Fizban's Treasury of Dragons
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
shores and lake beds within 6 miles of the lair.
Thriving Wildlife. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speak with Animals Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and
verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them. Most Beasts have little to say about topics that don’t pertain to survival or companionship
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Speak with Animals Level 1 Divination (Bard, Druid, Ranger, Warlock) Casting Time: Action or Ritual
Range: Self
Components: V, S
Duration: 10 minutes
For the duration, you can comprehend and
verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them. Most Beasts have little to say about topics that don’t pertain to survival or companionship
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Conjure Animals 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in
unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Conjure Animals 3rd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You summon fey spirits that take the form of beasts and appear in
unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of
Monsters
Fizban's Treasury of Dragons
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
. Fish and other aquatic Beasts reproduce rapidly and thrive in bodies of water within 6 miles of the lair. Foraging in these waters yields twice the usual amount of food.
Watery Sight. Water within 6
Goblin
Legacy
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Species
Volo's Guide to Monsters
of farming of which goblins are capable and are charged with checking traps for captured people or beasts. Gatherers aren’t usually armed with weapons more deadly than a sling or a knife, but
goblin is a sorcerer with the wild magic origin whose every casting, including cantrips, is accompanied by a wild magic surge. Use the mage stat block in the Monster Manual to represent this goblin, adding
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
path. Each patrols its territory in the guise of an arctic fox, a mountain goat, a snowy owl, or a wolf, reverting to human form only when it attacks. Clever ambushers, they use hallucinatory terrain
more beasts, shrubs, or evergreen trees that it has made sentient using the awaken spell. These druids favor polar bears and reindeer (use the elk stat block in the Monster Manual) as companions, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Animal Shapes 8th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your magic turns others into beasts. Choose any number of willing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, only shades of gray. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the
. Languages. You can speak, read, and write Common and Primordial. SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Legend of the Nine Gods." 10B. Puzzle Floor A ten-foot-wide hallway strikes off into the gloom. Carved tiles depicting various beasts decorate the hallway floor.
Give the players a copy of handout
14 in appendix E. Thirty-two tiles cover a 20-foot-long, 10-foot-wide stretch of the hallway. Each tile is 5 feet square, and the tiles are arranged in eight rows of four. The beasts depicted on the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
succeed instead.
Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects.
Magic Weapons. Trostani’s weapon attacks are magical.
Speak with Beasts and
Plants. Trostani can communicate with beasts and plants as if they shared a language.
Tree Stride. Once on her turn, Trostani can use 10 feet of her movement to step magically into one living tree
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
additional weight before falling. Casting dispel magic on a chandelier causes it to go dark and fall to the floor with a loud crash. The paintings are stuck to the walls with sovereign glue and
beasts (badgers, mice, rabbits, birds, fish, and so forth). The paintings’ eyes (including the eyes on Halaster’s robes) seem to follow visitors as they move through the hall — a minor magical illusion
Compendium
- Sources->Dungeons & Dragons->Monster Manual
demons embody senseless anarchy and nihilistic destruction, and they take special offense at creatures or structures that rival them in size. Castles, towers, giants, and beasts of war are all common
to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Negate Spell (Recharge 5–6). Graz’zt tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell
Dexterity (Stealth) checks made to hide. Regional Effects The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects: Agitated Beasts. Wild beasts
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of you as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Emissary of the Sea. Aquatic beasts have an extraordinary affinity
with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return. Guardians of
Magic Items
Infernal Machine Rebuild
any text.
You lose the ability to speak any language. This has no effect on casting spells with verbal components.
31
You can cast the speak with plants spell three times.
Your skin turns
next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). The creature serves you as if created by a conjure animals spell. The DM determines the creature’s statistics.
A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
remarkable beasts—remain in Aerenal.
Aerenal’s Influence in Khorvaire In Khorvaire, you might…
The
Sharn Inquisitive
Nightlife of the walking dead
The port city of Pylas Talaear is a place
of wonders. Stand on the steps of the Grand Temple and look down upon the High Street and you’ll see fountains of light casting shadows across buildings that have stood for over ten thousand years
Compendium
- Sources->Dungeons & Dragons->Monster Manual
exerts its dominance over animals in its domain. All Beasts within 1 mile of the lair have the Charmed condition while in that area. Sea and Storms. While in its lair, the kraken can cast Control Weather
again until the start of its next turn.
A kraken dreams of casting its tentacles into the heavens and strangling that which birthed it, and when its dream exceeds its reach, it settles for the occasional passing ship.
—Malfeore Serrang, Night of the Kraken Cult
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
time on a turn takes 10 (3d6) cold damage. Casting dispel magic on the fire snuffs it out for 1 hour, after which the fire reignites on its own. Using a stone shape spell to alter the brazier’s shape
pounds of fresh meat are stored here. The meat, which comes from various beasts such as polar bears and elk, is safe to cook and eat. The characters can sell the meat in Ten-Towns for 5 sp per pound. Q8
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
dangerous beasts than horses and cattle. I was then tempted to warn the Oglyntyrs, but that family can be as odious as the worst nobles. These things tend to sort themselves out. The noble families of
a peaceful town, with the threat of full-scale retaliation from both Waterdeep and the Lords’ Alliance casting a long, dark shadow over any plans to disturb matters there. The nobles of Waterdeep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
share this room. Spite has taken the precaution of casting a glyph of warding spell on the door frame, set to trigger if anyone other than he or Dumara crosses the threshold. The glyph can’t be seen from
comforts, including silk bedsheets, soft furs from exotic beasts, a bowl of fresh fruit, a censer of burning incense, and a cushioned wicker reading chair. Skrianna’s Diary. Skrianna keeps a diary in her






